A monster on the verge of eating an adventurer.

Review: Fuck For Satan

by Ramanan Sivaranjan on August 31, 2013

Tagged: jamesraggi lotfp osr

The latest limited edition module from James Raggi is Fuck For Satan. You can pick up a hand numbered copy from his online store. I got the 35th copy, apparently. There are 666 in total, of course. The cover art is awesome. This adventure features missing children, a haunted hill, a cult, aliens, and some fucking. This thing has it all. If only it was good. This review is full of spoilers.

In Fuck For Satan the players are tasked with finding some missing children. This will lead them through a small, but tough, dungeon, one that will be a real slog to get through. There is a warning telling the players as much before they even go in, but who is going to heed that warning? There are no wandering monsters, so players will have all the time in the world to screw themselves. And they probably will.

The dungeon is quite linear. There are basically three spokes to explore. I can appreciate the reason for this: the dungeon is a big red-herring, the children aren’t there. If this dungeon was obnoxious to map and navigate players might spend far too long trying to look for that one spot they haven’t checked out yet. They might never clue in to the fact the children aren’t here.

A couple traps in this adventure trigger when the characters see them. As I mentioned in my review of the Monolith Beyond Space and Time, that’s kind of a boring way to trigger a trap. If you want something to happen all the time you should just say “this thing happens all the time no matter what the players do,” because most players aren’t walking through dungeons blind folded, led by charmed retainers or some such thing. Since players are looking for these children, and are likely to explore every nook and cranny of the dungeon, they are probably going to encounter both of these traps. One of these traps requires the players sacrifice someone to escape the dungeon. The other summons a monster that I am guessing is meant to poke fun at people who get worked up about objectionable content in books.

A portion of the dungeon is a sort of prison for creepy monsters and I thought that was done well. The whole double door “air lock” type passageways were neat. There are two monsters to fight, though this being an LotFP module you are best off avoiding both.

Fuck For Satan feels like it’s trying too hard. It’s supposed to be a funny fuck you to people who get worked up about the stuff James Raggi puts out. I mean, it’s called “Fuck for Satan”. There is a walking alien penis monster. There is a giant gay orgy. There is a monster that forces players to shit themselves, and then they have to fight their shit. The adventure feels like a parody of an LotFP adventure. I’d skip this module unless you are a collector of LotFP books. Compared to all the other recent releases from LotFP this one seems particularly weak.


Update 2013-10-28: This is an interesting little tidbit from James Raggi over on G+:

The Twinkly bit from Fuck For Satan, continues to get a lot of response, and I can only assume the occasional group of players sending me character sheets is indicative of the adventure being used for actual play.

Interesting how few of them are actually using LotFP stats. :D Lots of 3.x/Pathfinder, some DCC, and then a bunch that could be whatever old D&D.

Even though I feel the adventure is far more gag than functional, it is still being used in the wild. I’m curious to see how much, if at all, people tweak the adventure.

Review: Qelong

by Ramanan Sivaranjan on August 27, 2013

Tagged: kennethhite lotfp osr

Qelong is fantastic. The book describes a sandbox setting, a place to have a horrific wilderness adventure. This is the model to follow if you want to put out a setting book. Though only 48 pages long it provides more than enough information to run a campaign in the Qelong River Valley.

Qelong gets right to the point. First we are introduced to the place this adventure takes place, a devastated region that is the site of a war between two elder beings. There is one obvious adventure hook, a magic weapon cast off by one of these creatures is a much sought after treasure. A rumour table helps the DM introduce the rest of the world to the players and provides a quick glimpse to the DM of what Qelong is all about. From there we get detailed descriptions of the various terrain features found in the Qelong River Valley, along with some example encounters. Each terrain type also has it’s own random encounters table, a nice touch. Along with some new monsters this all works to help paint a picture of what this place is like, better than your typical travelog style settings book. In many ways this book is reminiscent of Carcosa in how it presents the game world, though unlike Carcosa the presentation is much less obtuse. The book concludes with a few named encounter sites. These are a bit more detailed, describing the bases of important factions or places of interest to the PCs. A DM would need to flesh these out more for his game.

The book is very well organized. This is one of the few campaign books I could imagine pulling out and using at the gaming table. It’s the antithesis of all those Dark Sun books I have. Most of those books are needlessly wordy to the point of being boring. They are often so detailed they are stifling. Qelong provides just enough information and no more.

The encounters, the monsters, the factions: it’s all good stuff. Kenneth Hite has done a great job bringing to life this creepy fantasy version of South-East Asia. Nothing feels boring or recycled. As written it seems like it’d be a very difficult place to adventure in. It’s a place ravaged by war. There are no friendly faces. Most everyone is disease ridden. The land itself is poisoned, and as characters adventure in Qelong they are going to get poisoned themselves. The rules for this are presented early in the book. They seem like they might be a bit too fiddly to track, but what do I know? They certainly would make adventuring in the region much more interesting.

The art in the book is by Rich Longmore, who did the art for Carcosa, and is some sort of god damn art superstar. I feel like the cover by Jason Rainville isn’t doing this book justice. I wish they used some of the bigger black white art by Longmore for the cover. There are some amazing pictures in this book. It also goes without saying that the production quality of the book is top notch, like all the recent Lamentation of the Flame Princess releases. This is a softcover A5 book sporting a great layout by Jez Gordan.

So, to reiterate: Qelong is fantastic. I hope it’s selling well amidst all the other stuff Lamentations of the Flame Princess have put out recently, because it’s probably the best wilderness adventure I’ve ever read. I’m actually curious to hear what modules people think are better, because this book sets the bar very damn high. Does it sound like i’m gushing? Well I am fucking gushing. This book is a must-buy.

Review: The God That Crawls

by Ramanan Sivaranjan on August 27, 2013

Tagged: jamesraggi lotfp osr

The God That Crawls was produced at the same time as The Monolith Beyond Space and Time, both products resulting from a crowd funding campaign run early last year. The God That Crawls is a much more traditional module. There a church. Underneath the church is a labyrinth full of treasure. Guarding that treasure is a monster: The God That Crawls. This being Lamentation of the Flame Princess, things aren’t so neat and tidy. The God That Crawls is one of the smartest takes on the dungeon crawl I’ve read in quite some time. This review is full of spoilers.

The module opens with some backstory about the church and the creature that lays trapped below it. Like most recent LotFP modules the adventure takes place in a fictional version of Earth. This module takes place in 15th Century England. Of course, you can drop that dressing easily enough. The players will probably end up in the catacombs below the church, because that’s what players are about.1 Once in the dungeon they’ll need to find a new way out because the way in will be barred to them. There is only one monster stalking the halls of the dungeon in The God That Crawls, and that would be the titular God That Crawls. The players will need to avoid the creature while trying to escape with as much treasure as they can carry.

The God That Crawls will be a challenge for any party of low level characters that attempt to fight it directly. Though easy enough to hit the monster has plenty of hit points and can regenerate a few hit points per turn. The creature moves quite slowly, so fleeing the beast when it is encountered is going to be the party’s best bet. So, for the module to be interesting and terrifying DMs will need to handle a couple things I suspect most everyone hates to deal with: time and encumbrance.

There are two ways suggested for tracking the monster in the dungeon: the first is simply to track exactly where the players and the monster are located; the second is to make random encounter checks each turn that change based on the parties actions. In each case, you need to be mindful of where the players managed to move in a turn at the very least. (I think it’s probably easier to track things exactly rather than run the God as a random encounter, since for that to be interesting you need to know roughly where the players are located anyway.) The module will be more fun if you are also tracking when torches are spent and rations are eaten. If players aren’t careful they can end up trapped underground without light or food. I haven’t played a game of D&D where the rations on my adventure sheet have mattered at all, or where I feared I’d run out of torches before the adventure was done.

LotFP has pretty great rules for tracking encumbrance. I’m not sure if most DMs playing LotFP games are better about keeping track of how much junk their players are carting around. In this module it seems particularly important to pay attention to how encumbered a player is. If the players are loaded down with treasure fleeing the God might prove too difficult. This is the first module i’ve read where the encumbrance rules are called out specifically as a way to ratchet up the tension. Players will need to decide if they want to lug around that extra treasure, or stay nimble so they can flee from the God when he jumps them.

One more thing that’s been on my mind with this module is using it as a board game without a board to teach people about dungeon crawls. In this game the goal of the DM is to kill all the players, while the players need to flee the dungeon with as much treasure as they can. (You could ignore all the atypical encounters that are mentioned in the book.) I think you could run the whole adventure only using a handful of rules from the LotFP game: basic combat, fleeing, pursuit, encumbrance, and movement. I’m sure you could generate similar style crypts randomly if you wanted to run the adventure again and again.

If I have one complaint about this module it would be its cover, which is really boring. And that’s really about it. This is genuinely great module. I read through the book and I instantly wanted to grab some people and play it: sadly my wife and toddler don’t play D&D.

  1. Well, most players. I have played the occasional game with people who don’t actually seem interested in doing any god damn adventuring. Why are you playing D&D? 

Review: The Monolith from Beyond Space and Time

by Ramanan Sivaranjan on August 22, 2013

Tagged: jamesraggi lotfp osr

I had placed a few orders and backed several Kickstarter campaigns from Lamentations of the Flame Princess over the last year, asking that everything ship together to save me some money. And so it came to pass that I ended up with a giant pile of books to read a few days ago. I thought i’d start with The Monolith from Beyond Space and Time, James Raggi’s ode to H.P. Lovecraft. There are no giant Cthulhu monsters, but there is a lot of existential woe. This review is full of spoilers.

The module is split into three parts: first we are told about the random encounters that occur in the valley that surrounds the Monolith; then we learn about the Monolith itself, the area immediately around it, and the monsters that guard it; finally we learn about the bizarre interior world of the Monolith. I’ve never read another module like this one. This is both a compliment and a complaint. The Monolith from Beyond Space and Time is an interesting read because it’s full of zany ideas and encounters. The problem is that a lot of these zany encounters are, in my estimation, straight up dick moves.

A lot of the encounters in this module feel like they are sprung on the players without giving them any recourse whatsoever, and no clue they’re about to get screwed. Simply looking at the Monolith is the trigger for one ill effect, and the only way to end the effect is to venture into Monolith to destroy it—which is a pain in the ass, trust me. The Guardian, an invisible monster located just outside the Monolith, is for all intents and purposes completely invincible, and the DM is instructed to make sure the players don’t realize this is the case so they may waste their time fighting the thing. A portion of the adventure written by Kenneth Hite called “The Owl Service” is probably the worst offender when it comes to all of this stuff. It is a random encounter in the valley that surrounds the Monolith in which players stumble on some owls, have to hang around them till they are sufficiently creeped out, and then their characters are haunted by owls till they die. Yeah. For a challenge to be interesting in a game of D&D there needs to be some way for the players to circumvent or overcome it. A pit trap you always fall into no matter what is boring.

The Monolith is all risk, no reward. As a player, if I wandered all the way to the Monolith, explored it’s creepy-ass interior, and then escaped broken and maimed, i’d probably be a bit annoyed that I wasn’t coming home with buckets of money. The only treasure of note in the adventure is a magic-user’s head—and you need to eat it to reap its rewards.

Placing the Monolith in a sandbox game with a warning to never go there still might be interesting. You could have NPCs who have visited the Monolith, now afflicted by its curse, wandering the countryside leaving trails of dead bodies in their wake. It could be a source for all sorts of crazy out of context monsters and super villains. The players may feel compelled to sacrifice their characters to destroy the Monolith and put a stop to all this evil, which sounds like it’d make for a good story and a fine way to cap off a campaign.1

You can tweak the adventure to make it more fair. You could provide more clues about what’s going on. You could drop some of the encounters that don’t really belong in a game that is supposed to be fun. The thing is, at what point would the adventure cease to be scary? How do you fill your players with a sense of existential dread if they can overcome all obstacles presented through smart play? It seems like a true horror game is at odds with one of the most important parts of a good D&D game: letting the players make meaningful choices.

So, here’s the rub: I liked this module. Crazy, right? You’re probably wondering why you wasted your time reading everything I wrote above. That terrible owl encounter I mentioned previously is really well written. The whole module is. The art is fantastic and totally unlike anything else i’ve seen in an RPG book. I read this module a couple days ago and it’s really stuck with me. This is a terrible adventure to spring on your players, but i’m not sure the adventure itself is terrible. Confused? You should read The Monolith from Beyond Space and Time.

“Solutions? Explanations? The Monolith owes you none.”

  1. So minutes after I posted this Zak from D&D with Pornstars suggested another way to use this module that would work quite well: “Like Tomb of Horrors, it could be considered a ‘go in, get killed, make a new PC, act with metagame knowledge, do it right this time’ situation.” To take this idea a little further, you could have characters killed during the course of the adventure simply wake up again somewhere in the valley. This would keep with the spirit of the module and makes a lot of the screw-you traps seem less harsh. 

Review: Seclusium of Orphone of the Three Visions

by Ramanan Sivaranjan on August 08, 2013

Tagged: osr lotfp kickstarter vincentbaker jackvance

I am currently reading Seclusium of Orphone of the Three Visions by Vincent Baker. It’s the first of the LotFP adventure modules I helped fund last summer to ship. Between then and now the book somehow ballooned from a 32 page adventure to this 100-something page splat book about wizard’s lairs.

The book is full of tables upon tables to help you come up with your own wizard’s seclusium.1 The book opens with some discussion on magic and seclusiums. Baker than details three particular seclusiums, the titular Seclusium of Orphone of the Three Visions being the most fleshed out of the three. These three example seclusiums show the reader how to go about using the tables presented in the last part of the book to create a seclusium of their own from scratch. The evocative is mixed with the mundane to help you come up with a cool adventuring location. It is all very Jack Vance.

There is D&D the the role-playing game, and then there are all the meta-games that surround that game. For some players trying to min-max the ultimate character is more fun than actually using that character in a game of D&D. For others drawing and stocking a dungeon is all they want to do. In some ways making a seclusium is its own mini-game: you roll some dice and see how it evolves, imagining its backstory. In this way The Seclusium of Orphone of the Three Visions reminds me a little bit of How to Host a Dungeon. Though the later is clearly presented as a game in its own right, I think it’s particularly appealing to those who enjoy imagining what’s going on in the dungeon they are growing. Similarly one could take The Seclusium of Orphone of the Three Visions and add more elements to make it more of a game in and of itself.

To be honest, I wasn’t particularly interested in the book when I first heard about it. There were other adventures I had hoped would fund. The reviews for this book have been a little bit mixed2, but I quite like it. I own nothing else like it. I’m really glad it funded after all.


Update 2013-08-21: Alex Schroeder has posted a great follow-up to his earlier review on his blog. His opinions of the book now more closely mirror Zak’s.

Update 2013-08-23: I got the actual book a couple days ago, and it is so damn nice in real life.

  1. A seclusion being, “a place to which a wizard withdraws from the world to pursue mastery,” of course. 

  2. Wayne Rossi really didn’t like it. He felt it could have been put together much better. Zak Smith seems to have enjoyed it for the most part, but finds it lacking in how it presents and uses random tables. Alex Schroeder seems to share my generally positive opinion of the book. Finally we have this review by Patrick Stuart in the style of the book itself. 10’ Pole reviewed the book: they are not a fan. At all. 

Review: Better Than Any Man

by Ramanan Sivaranjan on July 23, 2013

Tagged: kickstarter lotfp osr freerpgday

Better Than Any Man

Lamentations of the Flame Princess ran a Kickstarter campaign several months ago in order to get a new adventure printed and included as part of Free RPG Day. Their goal was to get a minimum order of the adventure printed so they could participate in Free RPG Day, with stretch goals letting them make bigger and bigger print runs. They ended up hitting their big goal of being a Platinum Sponsor of the event, alongside Frog God Games and Paizo. This Kickstarter was interesting because getting the actual printed adventure wasn’t one of the rewards. The logistics of printing and shipping the module to Kickstarter backers as well as the people running Free RPG Day was too costly. Instead rewards were PDFs or print copies of four new modules from LotFP.1

My first stop on Free RPG Day was The Silver Snail, a comic book shop here in Toronto. They were running some Pathfinder games for Free RPG Day that had already started when I arrived, and simply giving away random bags of RPG stuff to customers who asked about the event. I ended up getting a copy of Better Than Any Man this way.

Better Than Any Man is a mammoth module. It’s more or less a mini-sandbox campaign. It’s bigger than almost everything else LotFP have put out thus far. There are several adventure sites for the PCs to investigate, several towns to explore, and an invading army to deal with—or not. The over-arching ‘hook’ is that a group of women sorceresses calling themselves the Seven have taken over the town of Karlstadt. Of these women, the one who calls herself the Mother has more sinister goals than the rest. She is hoping to revive the Insect God, and is using the current chaos to mask her true intentions. The module describes the town of Karlstadt in detail, has a pretty fantastic (and inspiring!) countryside encounters table, and several adventuring sites related to the Insect God cult, which all lie beneath a place called Goblin Hill. The two main places to explore are an ancient shrine to the Insect God and the headquarters of the cult. There are three additional locales discussed in the book: an abandoned farmhouse now home to bandits; an ancient mound now home to a creepy magic-user; and a magical tower with an infinite number of levels. There is a ton of stuff to play with in this module.

Better Than Any Man was meant to showcase what LotFP is all about, and here it clearly a success. The book features everything you’d expect to find in an LotFP product: sex and violence, cannibalism, some dudes dong, magic items no one will want to use, monsters you probably shouldn’t fight, etc, etc. It also highlights the more recent changes to the line: the implied setting for the module is a bizarro version of Europe, circa 1631; demi-humans and humanoid monsters aren’t to be found, though their former existence is implied; there are some brief rules on guns. The book is a great example of what your typical LotFP module is all about.

If you missed Free RPG Day Better Than Any Man is now available as a PDF. The PDF version of the module is in many ways nicer than the print version: it’s less dense, with large chunks of the book being set in a bigger font and in a single column; there is a pretty extensive appendix at the back that collects a lot of useful information from the module; and it’s full of hyperlinks that let you jump between sections. There is really no good reason not to get this book.

  1. This isn’t uncommon if you look at Kickstarter projects outside of the Games and Tech sections, where the thing you are funding might not be something that will be mass produced upon completion of the project. This project felt more in line with art or film projects where you are funding a common good. Later on in the project James Raggi decided to do a second print run in Finland that he would ship to backers if they were interested in buying the module. 

Review: On the NPC

by Ramanan Sivaranjan on July 15, 2013

Tagged: osr hackandslash courtneycambell

Courtney Cambell, of Hack and Slash fame, recently published a new D&D supplement for dungeon masters, On the NPC. The book is essentially a look at two things: creating interesting non-player characters, and then managing the interactions between your players and those NPCs.

The later section of the book is probably the least likely to cause consternation from D&D fans. To start there are a plethora of random tables to help construct an NPC quickly, or help get the creative juices flowing. For example, Bulgar the Brave has large hands, thinks the gods are constantly watching him, and loves his pet excessively. I’m sure you can picture this fellow already. Once you have your ever so slightly fleshed out NPC ready to go, you then set up up some personality “locks and keys”: things the NPC will do or give the players based on their interactions with character. (i.e. if the players gamble with Bulgar he will tell them the location of his secret McGuffin.) Following that you can also set up a reaction track: things the NPC will do as their reaction to the players changes. This section of the book is about producing something you can use at the game table right away, that can be fleshed out more during play if required.

The discussion on interacting with NPCs is probably the more interesting of the two. The book opens with a look at the reaction roll: rolling 2d6 and adding a charisma modifier to determine how people and monsters the players encounter react to them. Courtney takes this idea and runs with it—very, very far.

Interactions with NPCs are governed by performing social actions, the number of actions determined by the number rolled on the initial reaction roll, which also determines a reaction modifier (as usual). The basic social action rule is as follows “Make a reaction (2d6) roll, modify by Charisma and current reaction.” The results are tabulated as follows depending on the roll: Failure, Rejection, Undecided (Counter-offer), Success, and Total Success. The GM can decide what these things mean in the context of their game and the action being attempted. If you are playing a version of D&D without more explicit skills, this seems like a good way to adjudicate situations you want to roll for.

These ideas are then further expanded upon to produce a more complex rule mechanic for social interaction. Various social actions (Drink, Grovel, Converse, etc.) are described in greater detail: each requires different rolls modified by different values to succeed or fail with varying results.1 A small one page table presents all the rules in one place. The specific details feel very much like something out of AD&D 1st Edition. That’s both a complaint and a compliment.

A PC might declare the action he in attempting to take explicitly, or a DM may map what a player describes his character is doing back to this set of social actions. The goal seems to be to turn an encounter with an NPC into any other puzzle that can be navigated through careful play—that doesn’t hinge on social skills of the player. You might know the thing to do in a given situation is bribe the guards and then lie to them, but you don’t know how to articulate that well. Instead a player could declare the actions she wants to take and see where the dice takes her.

I’m still not sure how I feel about resolving this aspect of the game mechanically. It feels a bit retrograde, but I’m having a hard time articulating what I don’t like about it. I don’t have any problem with someone saying “I hit it with my axe” in combat, so I don’t see why I should complain if someone simply wants to say no more than, “I grovel to the goblin,” outside of combat.

I’ve been playing a lot of 4th Edition D&D over the last few years, and it’s very common to see players reaching for dice in situations I personally feel they shouldn’t be. Everyone wants to use the skill on their character sheet their trained in. A part of me feels that itemizing the actions one can take is limiting, even if the goal is simply to highlight a sampling of the limitless things one can do. Sessions end up becoming a handful of dice rolls between long bouts of combat.2 I’d be curious to see if the rules presented here might actually encourage those sorts of players to do more when out of combat, or to treat what happens outside of combat as a first-class citizen in D&D. Adding this extra mechanical weight to the social side of the game might actually get people to treat it as important. A lot of people think D&D is a game about combat simply because the rules for combat are so fleshed out.3

One complaint I have is how the book is organized. The FAQ is in the middle of the book, and discusses stuff that comes after it. It probably should have been an appendix, perhaps the last one. Similarly, Appendix D is general advice which would probably have been better suited to be part of the actual contents of the book. There is a lot of good content that shows up after pages and pages of random tables. The overall format of the book is quite good, though. It’s a small A5 booklet. A lot of information in the book is summed up neatly in a handful of tables you can quickly reference.

The amount of dungeon mastering I do as my gaming approaches infinity is a big fat zero, so this is definitely a book I could do without. Nevertheless I picked it up because I enjoy Hack and Slash and buying the book seemed like a reasonable way to say, “good job on that blog”. More so, I’m always up for reading something interesting about Dungeons and Dragons. I haven’t actually sat down and used these rules in a game, so i’m not sure how qualified I am to say much of anything about this book. That hasn’t stopped me thus far. Buy this book: it’s full of interesting ideas, and who doesn’t love random tables?

  1. Brendan, from Necropraxis, has written a review of the book that discusses this stuff in more detail. 

  2. To be fair, this is in part the nature of D&D encounters. The constraints on what you can do in a weekly drop in game are severe. 

  3. See, Why D&D Has Lots of Rules for Combat: A General Theory Encompassing All Editions

Rules Cyclopedia

by Ramanan Sivaranjan on July 07, 2013

Tagged: rulescyclopedia becmi pdf tsr

The D&D Rules Cyclopedia is quite the book. Released at the end of the 80s, just as AD&D 2nd Edition was about to begin its reign as the premiere edition of D&D, it collected all the rules for playing “basic” D&D in one giant hardback. Previously, all these rules were available as a series of boxed sets by Frank Mentzer, sometimes referred to as BECMI D&D after the name of each set: Basic, Expert, Companion, Master, and Immortals. The Rules Cyclopedia was a much more convenient repackage of almost all this material and more.

The Rules Cyclopedia has everything you need to run a D&D game from levels 1-36. I have never played in a game where a character has advanced beyond level 7, so there is a lot of potential gaming there. Beyond the rules of the game, you have a big collection of magic items, a sample mythical world to adventure in, one of the biggest collection of Basic D&D monsters available, rules for mass combat, rules for running domains, etc., etc. It’s so thoroughly self-contained you really wouldn’t need to buy another book to play a game of D&D. This is very much at odds with how game publishing seems to work: part of what keeps publishers in business is their customers buying new books. It certainly seems at odds with how TSR operated at the time.

My first exposure to D&D was through the Rules Cyclopedia. My friend had a copy, which he used to run the first campaign I participated in. I played a Cleric, more or less modeled after the one pictured in the book: some White chick with a mace. We would all share this one book. I regret not buying a copy then. I ended up buying the 2nd Edition Players Handbook at the time, and then buying other 2nd Edition books from there. I don’t know if I thought the systems were the same or not at the time.

My first character, more or less

The Rules Cyclopedia is available as a PDF once again. The scan is very so-so, but reads well enough on an iPad. The fact they released it on dndclassics.com suggests it’s not going to get a fancy re-print like the other older D&D books. So if you’ve been waiting to pick this one up, now is the time to do it.

Quantum Ogres

by Ramanan Sivaranjan on June 24, 2013

Tagged: dnd osr

Random Wizard has written a couple interesting posts about player choice in Dungeons and Dragons that are well worth a read: Shades of the Quantum Ogre, Two-headed Quantum Ogre, and Shaving the Quantum Ogre. The Quantum Ogre was a term I had never encountered till I started reading gaming blogs. People who think very hard about games—and why shouldn’t they!—use the term to describe the following scenario, more or less: players are presented a fork in the road; they can go left or right; regardless of which path they take they’re going to fight an ogre. In this situation the agency of the players is an illusion: why even bother with the fork in the road? For a lot of people the appeal of D&D comes from the open ended nature of the game. It’s quite easy to make the argument that the Quantum Ogre is bad (and such arguments have been made quite well countless times). At the very least, it seems like a waste of time to pretend to offer up choice when there is none.

Ultimately, one needs to optimize for fun when it comes to playing games. Increased player agency might be one way to do so, but it’s not the only way. Does it matter if this ogre battle was predetermined if it was awesome? I’m not so sure.

Updated 2013-06-25: Random Wizard wrote an additional post on this topic.

D&D Game Day 2013

by Ramanan Sivaranjan on June 22, 2013

Tagged: 5e dndnext playtest encounters toronto freerpgday

The Map of the Vault of the Dracolich

I had another successful Free RPG Day this past Saturday. In addition to getting some free RPG books, I got to play a some D&D Next, the new fangled version of D&D coming out in 2014. Derek from Dungeon’s Master was the Toronto organizer for a public play event from Wizards of the Coast, an adventure entitled Vault of the Dracolich.

The set up is straight forward enough: a Wizard needs a group of adventurers to find a magical staff he had been unable to retrieve when he was a young adventurer. He gives the party a rough map of the caverns the artifact is located within and warns the party they won’t be able to retrieve the staff without first disabling four wards that protect it. To do so they’ll also need to find four idols hidden in the caverns. With that brief intro we were teleported off to the caverns in search of adventure. Our motley crew numbered forty odd people. What!?

There were five tables participating in the adventure. It was designed to be tackled by multiple groups at the same time. Each table was teleported to a different starting location. We each had a team leader whose character had a magic item that would let them talk to the leaders from the other tables. In this way we could communicate things we had found or encountered while traveling through the dungeon. Occasionally the groups would bump into each other while adventuring. This happened at my table while we were fighting a giant Hydra. Our DMs coordinated things like how many hit points the monster had left, and ended up having half the Hydra’s heads attack one party, the other half attacking the other. We would also come across places other parties had passed through. My group had to fight this giant Treant because a previous party had apparently harassed the monster: our attempts to reason with it were for naught. The session ended with a giant fight: we split into groups of four, each group had a different objective. My table had to fight this Dracolich simulacrum, whose ass we kicked.

This was my second time playing D&D Next. I hadn’t played a game since the very first play test rulebooks were released. The game has evolved a fair bit since then, and is a bit more complicated. That said, on the whole it is much more straightforward than 4th Edition, and plays much faster. Our 3-4 hour D&D Next session would have probably taken four times as long using 4th Editions rules. Not using minis for most of the combat sped things up considerably. The lack of long lists of powers and complicated combat mechanics helped as well. I felt like we got a lot accomplished during our session. Even though no one at our table had played Next before things went fairly quickly.

I am curious to see if Wizards of the Coast can maintain the appeal of the game to people who enjoy 4th Edition. One of the ladies I played with has only ever played 4th Edition, and she found the combat in D&D Next a bit boring. I think a lot of people enjoy the extremely detailed and tactical combat of 4th Edition. If your only experience with D&D is 4th Edition, I can see how the simpler combat mechanics of all the other editions might seem like a step backwards.

I’ll be playing D&D Encounters this season using the D&D Next rules. It seems like a great step forward. It’s probably one of the easiest versions of the game to teach, especially if you don’t play with any of the feats. Thus far I have to say i’m a pretty big fan.

The game day was a lot of fun. Although i’m quite happy playing D&D online nowadays, there is something to be said for actually playing in person.